That looks like a bug in the exporter. It should export the UV layout
exactly as you did it in 3dsmax. I'll forward this mail to Luca who
made the 3dsmax exporter.

Greetings,

On 1/24/07, Tahir Javed <[EMAIL PROTECTED]> wrote:
> If there's a seperate art-related mailing-list, I dont know about it so just
> let me know. :) (I checked the forums but did'nt find any help on this
> issue.)
>
> OK, how does one achieve applying different textures to parts of same object
> *and tile each texture seperately* ?
>
> I'm using 3dsMAX 8 with planeshift MAX exporter.
> I have 6 textures, each applied to a different face ID of the object. But
> since I need to tile each texture in different way, only way is to add 6 UV
> maps, each at a different channel having different UV tiling.
> The scene looks perfect in 3dsMAX.
>
> But when I export the world file and load it in walktest, it tiles all
> textures as per settings of the first UV map only (which is at channel ID 1
> )and ignores all other UV maps at channel IDs 2-6.
>
> Don't know whether its the limitation of the exporter, or am I doing
> something wrong. In any case, can anyone suggest how to achieve this? OR
> just point me to some sample of XML world file where one or more textures
> are applied to same object 'and tiled differently'.
>
> Or is there a better and more efficent way of doing this? i.e. having
> multiple textures applied to parts of a single object and each tiled
> differently. Or would it be more efficient to break the object into multiple
> objects? (though I dont really wanan do that)
>
> Many thanks in advance,
> T. Javed.
>
>
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